Often times when I play DDs, my goals are to secure the objective, provide intelligence, and spotting for the big guns of my fleet.

I was in my Kidd in a Tier X game with higher tiered DDs. I ventured too far out and ran into multiple DDs also trying to secure the objective. Both a Fletcher and YueYang had me spotted as I entered the cap circle and both started to train their guns on me.

What should I have done? What would you do in a similar situation?

Sometimes the best course of action is to hold your fire, disengage, use your concealment, and live to fight another day!

A match lasts for 20 minutes. There is a time for bravery, but not in the first three minutes of the match.

7 minutes ago, _RC1138 said:

I don't agree; those who dare, win.

Daring at the wrong time leads to losses. If you look over the people with sub 45% win rates over a minimum of 1000 matches the one thing they have in common is a low survival rate almost always combined with low damage output.

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Daring at the wrong time leads to losses. If you look over the people with sub 45% win rates over a minimum of 1000 matches the one thing they have in common is a low survival rate almost always combined with low damage output.

And I have the complete opposite. Always attack, always dare. 90% of enemies run when pushed and that last 20% is where you have to use superior gunnery skill.

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In the example given, being spotted by a Fletcher and Yueyang, running isn't likely possible. If that YueYang took radar, you're only hope is to charge them both. If you can make them run, or better yet get close enough for a torp strike - you'll have much better odds of surviving. If you try to run, that Yueyang will simply light you with radar and then both DDs will blow you out of the water while you try in vain to get out of range, all without firing back?

Better to charge and try to take out that Yueyang with torps.

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Daring at the wrong time leads to losses. If you look over the people with sub 45% win rates over a minimum of 1000 matches the one thing they have in common is a low survival rate almost always combined with low damage output

I agree that's me in a nut shell . I'm working on my survival rate , but I still end up dying way too much and too early .

In the example given, being spotted by a Fletcher and Yueyang, running isn't likely possible. If that YueYang took radar, you're only hope is to charge them both. If you can make them run, or better yet get close enough for a torp strike - you'll have much better odds of surviving. If you try to run, that Yueyang will simply light you with radar and then both DDs will blow you out of the water while you try in vain to get out of range, all without firing back?

Better to charge and try to take out that Yueyang with torps.

The example given is daring too soon. Unless they are divisioned together the Yueyang is unlikely to take radar over smoke.

I don't really disagree though. The problem is, there's a difference between daring and suicidal. If your ability to read situations is subpar, you'll think you're the firmer, when you're actually the latter.

I was in my Kidd in a Tier X game with higher tiered DDs. I ventured too far out and ran into multiple DDs also trying to secure the objective. Both a Fletcher and YueYang had me spotted as I entered the cap circle and both started to train their guns on me.

What should I have done? What would you do in a similar situation?

Your own words betray the problem. You ventured "too far out" and ran into "multiple DDs". In a tier X game.

As a tier viii you have to be situationally aware that you are the underdawg in almost every engagement in a tier x match. Therefore, prior to battle make note of the enemy DDs, their types, and of course recognize radar threats, even potential ones such as the British.

As tier Xs they WILL push and bully the cap. Your job is to make them overextend and punish. Let their own strength work against them.

However, you obviously were well past this point when you saw the enemy DDs. Therefore, hit the breaks, pop the smoke, turn away from the threat, use your guns on the closest target that is easiest for you to remain angled against and shoot back. Use heal. If targets are still detected, evicerate them while remaining angled to torps. If they are not detected hold your fire until you are "dark" and launch torps on last known path of approach by enemy DDs. Then when gun bloom has ended, extricate yourself because the Fletcher will be putting torps into your smoke.

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At any rate, even just consider it logically: We play in a *fixed* area, as in, the space we have is the space we have, you cannot run away. If you at the start of the match give up 75% of the physical SPACE of the match, and this has nothing to do with Caps, pretend they don't exist, just the 75% of the 'drivable' surface of the map, that means you are limiting yourself to 25% of the map. That means you fall back from the main 'line' to heal up, be you a High tier cruiser or BB, you only have maybe 15% of the map to actually fall back on since that other 10% they can still spot and set you aflame. Whereas the enemy can fall back that same 10%, and still maintain *65%* of the map.

*AND* that area you hold, that 25%, may not be exactly a straight line. It may be separated, or in a corner, or favoring a side area. You're giving them freedom of movement, and thus, control, of the engagement. And you can bow tank and angle to your hearts content, if you have enemies on two 90 degree angles of you, *1* of them is getting a citadel on you.

If you dare to push, hard, in the start of a match, you maintain control of the map, and thus dictate the terms of the engagement. Basic. Tactics.